--- /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/latest/doc/tutorials/raycasting/step_07.py
+++ /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/latest/doc/tutorials/raycasting/step_08.py
@@ -39,7 +39,15 @@
self.bomb_list = arcade.SpriteList()
self.physics_engine = None
+ # Create cameras used for scrolling
+ self.camera_sprites = arcade.Camera(width, height)
+ self.camera_gui = arcade.Camera(width, height)
+
self.generate_sprites()
+
+ # Our sample GUI text
+ self.score_text = arcade.Text("Score: 0", 10, 10, arcade.color.WHITE, 24)
+
arcade.set_background_color(arcade.color.ARMY_GREEN)
def load_shader(self):
@@ -97,7 +105,15 @@
# Physics engine, so we don't run into walls
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
+ # Start centered on the player
+ self.scroll_to_player(1.0)
+ self.camera_sprites.update()
+
+
def on_draw(self):
+ # Use our scrolled camera
+ self.camera_sprites.use()
+
# Select the channel 0 frame buffer to draw on
self.channel0.use()
self.channel0.clear()
@@ -113,9 +129,17 @@
self.use()
# Clear to background color
self.clear()
+
+ # Calculate the light position. We have to subtract the camera position
+ # from the player position to get screen-relative coordinates.
+ p = (self.player_sprite.position[0] - self.camera_sprites.position[0],
+ self.player_sprite.position[1] - self.camera_sprites.position[1])
+
+ # Set the uniform data
+ self.shadertoy.program['lightPosition'] = p
+ self.shadertoy.program['lightSize'] = 300
+
# Run the shader and render to the window
- self.shadertoy.program['lightPosition'] = self.player_sprite.position
- self.shadertoy.program['lightSize'] = 300
self.shadertoy.render()
# Draw the walls
@@ -123,6 +147,11 @@
# Draw the player
self.player_list.draw()
+
+ # Switch to the un-scrolled camera to draw the GUI with
+ self.camera_gui.use()
+ # Draw our sample GUI text
+ self.score_text.draw()
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
@@ -150,9 +179,26 @@
# Call update on all sprites (The sprites don't do much in this
# example though.)
self.physics_engine.update()
+ # Scroll the screen to the player
+ self.scroll_to_player()
+
+ def scroll_to_player(self, speed=CAMERA_SPEED):
+ """
+ Scroll the window to the player.
+
+ if CAMERA_SPEED is 1, the camera will immediately move to the desired position.
+ Anything between 0 and 1 will have the camera move to the location with a smoother
+ pan.
+ """
+
+ position = Vec2(self.player_sprite.center_x - self.width / 2,
+ self.player_sprite.center_y - self.height / 2)
+ self.camera_sprites.move_to(position, speed)
def on_resize(self, width: float, height: float):
super().on_resize(width, height)
+ self.camera_sprites.resize(width, height)
+ self.camera_gui.resize(width, height)
self.shadertoy.resize((width, height))